World#top
  • References/Game Development/Phaser/Core/World

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions

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World#camera
  • References/Game Development/Phaser/Core/World

camera : Phaser.Camera Camera instance.

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World#children
  • References/Game Development/Phaser/Core/World

[readonly] children : Array.<Displa

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World#width
  • References/Game Development/Phaser/Core/World

width : number Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions

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World#getAt()
  • References/Game Development/Phaser/Core/World

getAt(index) → {DisplayObject | integer}

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World#height
  • References/Game Development/Phaser/Core/World

height : number Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions

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World#moveAll()
  • References/Game Development/Phaser/Core/World

moveAll(group, silent) → {Phaser

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World#setProperty()
  • References/Game Development/Phaser/Core/World

setProperty(child, key, value, operation, force) → {boolean}

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World#getTop()
  • References/Game Development/Phaser/Core/World

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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World#setBounds()
  • References/Game Development/Phaser/Core/World

setBounds(x, y, width, height) Updates the size of this world and sets World.x/y to the given valuesThe Camera bounds and Physics

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